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Scientist

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Posts posted by Scientist

  1. ya so not the type i envisioned

    goto ebay and type in paper fan

    http://www.ebay.com/itm/Chinese-art-paper-handmade-oil-paintings-Fans-of-the-qing-dynasty-/281751459692?pt=LH_DefaultDomain_0&hash=item4199b2176c

    stuff along that lines is what i been thinkin, but smooth / no bends once open, prolly 90 deg sweep

    though i admit i'll def be using DRE module to change lift values in a FAR module, only way that makes sense functionally to me

    no idea if theres a decent way to do it in stock modules for stock aero

    so prolly not a project youd want, so i prolly gotta gotta learn ksp animations lol

  2. just thought of a new part today, seems like it fits your mod, but would likely require a plugin so you might not like

    would be nice to have glider style wings that fold up, think of the paper fans

    fits inside of fairings as you send it up, when you reach duna fairings protect it until you aerobrake off enough speed

    then you jettison fairings, deploy the wings, the high lift to mass ratio of hang glider wings would serve better for the thin atmo

    would need a plugin prolly as i dont think stock has any modules,perhaps ModuleControlSurface itys used on flaps

    else DRE has a moduleanimate2value so could adjust lift from 0 to whatever is full :) but then thats a dependancy

    dunno DRE license if itd let you pass out just that module

  3. NOW it should work -.- flippin logged out n downloaded my own mod, sorry for trouble :P

    first mod i bothered to hand out so first time usin kerbalstuff :D

    interesting sidenote, while no teleporting, i can glitch it into a 'paused' animation

    got panels to 1/2 retract, then pause, and rotor spinning em XD

    reminded me i need to install dangit/entropy

    but ya, no mid-anim-retract > teleport glitchyness

  4. fixed link above sorry, for future ref its just a tag at end of link heh

    had time to play around with the 2.5M panel, overall i love the mechanics, my only complaint would prolly be

    when you extend the panels, the solar cells themselves 'stretch'

    i know i'm just bein kinda .... about it, but its the kinda thing i notice

    the other panels keep their shape as they 'unfold' while the new ones has an accual stretch to it

    i would say add more folds to it, so the end result doesnt stretch a panel

    then perhaps key the animation so start of opening is the faster speed,and ending is slowest

    to keep the rotation of a 'pane' constant

    feel free to hate on me for noticing :D

    edit: got time to play with new mk1 model now, animations all look great

    nly thing i noticed is cant retract/deploy mid animation anymore, have to wait for it to finish

    i can live without that though, gj :D

  5. Dr. Jet said:
    Can you be more specific about what exactly your plugin does? SSPs use BOTH modules they have and their buttons should not be hidden.

    [Defunct link removed by a moderator]

    when using 2 ModuleDeploableSolarPanels you have 2 sets of numbers on right click menu of the part, saving issues, etc

    the above mod provides a new ModuleSolarTracking (use it instead of the 2nd ModuleDeployableSolarPanel thats 0 chargeRate)

    it inherits the stock module, does not hide buttons, changes nothing, just hides the 'useless' lines of power/sunexposure

    since the module name changes, it looks to have fixed the saving issue

    play with it, dont care what you do with it :) made it or me, just thought id toss it out to share and be nice lol

    i was tempted to hide the buttons as well, merging function into 1 button set, but leaving it gives me flexibility

  6. the shape of em is fine, but only reason i dont really use the hubs is the color, just doesn't quite fit, too....grey....seems like it should be white such as the plane parts

    yay solar panel updates, time to retest :D

    main reason i got the mod was solar panels and skycranes heh

    edit: +1 for the service bay + solar panel part, but having 3 panels might cause more issue for tracking lol

    upside they only need be single axis, downside the 120 deg seperation

  7. for the MK1 (first) rotor panel, i like how you fixed the animations so now extend is perfect and jerk free, in any order

    retract can still jerk it for the rotor module, any chance of cleaning that up?

    edit: IMO the 'speed' the panels themselves deploy is way quick, about 1 sec, i wouldnt mind that being atleast 5 sec minimum :)

  8. is there a mod that can be used with tweakscale, to give more info on the stats of a part after tweakscale changes them?

    i'm trying to write custom configs for some parts, and i'm the type that would like to see every number that is effected :)

    i've tried saving craft, launching/savegame, to view files and see what gets edited

    right click menu shows resources, you can watch cost of vessel and with work get the change

    but i cant find a way to see the rest, heatconduction, emmisives, tolerances, maxtemp, etc

    if there is no mod or other way to see, perhaps add a partmodule that would list full stats in vab on rightclick?

  9. for afteburner, there is ToggleAfterBurner event, could you also add an EnableAfterBurner and DisableAfterBurner plz?:)

    edit: enabling afterburner should also set throttle to max

    normal engine operation is more efficiency, afterburners is literally dumping fuel into the exhaust for extra thrust

    so nobody in their right mind should use afterburner without max thrust

    that said i'm sure some nut would complain, so perhaps a KSPField SetThrootleMax = false

    then if config sets true, it acts as i suggested, else works current way :)

    edit: just realized throttle applies to all engines uh...

    some way to max throttle / ignore throttle + set full while afterburner on?

    edit: XD maybe some extra fiery exhaust effect while afterburner active

    dont hate me for bein a thinker! :(

  10. only if resource has a part path crossing a dock, else if you want it full cases then id say just a new mod, be simple, a dozen sound mods all do their little corner, dont clump IMO

    as for docking sounds, might i suggest taking both vessels, moment before they dock, get mass/momentum, and size of the docking port, see how 'hard' it docks, and scale volume to that - asked in IRC andi was told you can got both vessels from onPartCouple

    and docking port size also play arole in which sound is used (that can already be done with MM just have no suggestions what dock gets what sound)

    possibly also split dock/undock sounds so its just the initial/final connection, current sound also has latching sounds, move to a 3rd file - this can let docking volume scale with impact, but keep volume of latching the same

  11. for retractable parts (may need a new animation module) but could i request a low profile / retractable something be made, capable of using RPM cameras? preferably disabling video feed/just showing black when retracted

    the cameras from hullcam (which rpm uses) can get blown off from aero sometimes, but arent low profile enough to justify making them imune to blowing off, as well a retractable camera shouldnt be effected from external heat (sunlight) as much - that 2nd bit can use DRE moduleanimation2value to adjust heat value perhaps, just some thinkin

  12. ah far as realism goes, another mod called keepfit basicly simulates fitness in space, and the g forces that can be handled (both short term and long time durattion) before kerbal dies, basicly its simulating brittle bones - your mod does the classic G effects for vision etc that are more commonly known, would said effects ever be different when considering time spent in space such as keepfit does?

    heart would do less work in 0G, and get weaker, so i would think threshhold would lower

    point being, perhaps interface with keepfit, if available, and follow its numbers for influence?:)

    could be a 2nd dll, only enabling keepfit effects if its installed

  13. ok so i'm one of the uh....silly people :D ....ya we'll go with that, that installs nearly every mod i can find

    i go a step beyond, checking through every cfg/model/texture/etc, putting in different folders (yaya i dont complain when it breaks), renaming parts to a cleaner naming convention, custom MM scripts to correctly apply all modules where they should go, etc

    basicly 100% custom install :D currently at 519 mods (counting parts pack as a mod, not just if a plugin)

    and yes to date i have deleted 2836 cylinder tanks (yes i kept count)

    i've gone through every forum post here (and went to their private sites)

    i've checked all of kerbalstuff

    i've checked curseforge

    i've checked ckan

    my question is what other sources are there to check?

    i read about spaceport and supposedly it went away, i assume alot of content lost from it for good?;/

    anymore database programs like ckan?

    any people with private sites that refuse to post here/ckan?

    i've had parts still work as far back as 0.21, i don't mind the effort to get .... parts :D

    if its a broken mod / plugin, parts can still be used, i got a plugin from 0.23 still workin :D

    a few people i've seen have been here for years and have massive sized backups

    are they allowed (if i can convince) to send me that?:) or licenses say no? (again i dont complain when it doesnt work)

  14. for the skycrane parts, could you switch ModuleAnimateGeneric out for BahaMutoD animated modules? (or atleast with MM cfg if mod installed), AnimatedEngine was made for cases like this, so engine is only on when deployed :) seeing thrust fire when its retracted is just ;_; (might need to adjust some names to fit it to the module)

    love all the adapter parts and the solar panels

    edit: had a few min so thought id throw this in for ya

    @PART[dskycrane_mk1|dskycrane_mk1]:NEEDS[bDAnimationModules]:FOR[bDAnimationMuodules]

    {

    !MODULE[ModuleAnimateGeneric] {}

    MODULE

    {

    name = AnimatedEngine

    EngineAnimationName = deploy

    WaitForAnimation = 0.95

    }

    }

    only works if mod installed, else uses your default cfg :)

  15. works on 1.0.4 but

    either i'm smoking something or it is causing red/white/green spheres, about 1 meter diameter, to randomly spawn at collision locations

    the spheres are unclickable and seem gfx effect only, do not collide, do not move, go away, etc

    i was getting this every launch until i removed this mod, problem gone

    wasn't getting this in 1.0.2, so think somethin happened, or perhaps a simple recompile needed

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